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What can Next do to pull in 4e campaigns?
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<blockquote data-quote="Quickleaf" data-source="post: 6255664" data-attributes="member: 20323"><p>I thought a little more about this question.</p><p></p><p>On the one hand, I think what 5e needs to do to pull in existing gamers is pretty much the same across editions: Have a very well playtested system, write great diverse adventures, allow for a lot of character customization out of the gate but provide for players who want simpler character generation, make it easy for new DMs, finding some way to be friendly to third party stuff, etc.</p><p></p><p>On the other hand, I think 4e had some "new age" gaming ideas that were really awesome. For all the trouble DDi had/has, I can crank out customized monsters in an easy-to-run format! I also have reliable encounter building guidelines so I can fairly accurately gauge how hard a fight will be. I have a system - albeit a proptyical heavily flawed one - for adjudicating non-combat challenges. I have a unified way for evaluating traps and guidelines for their creation. As a DM I have never encountered a version of D&D so welcoming to prepare a session for. That's one of the #1 good things about 4e, how easy it is to pick up and DM (now, being a *great* DM is still as hard as it ever was, just with 4e the barrier seems less compared to other versions of D&D).</p><p></p><p>Coincidentally, the idea of attracting new DMs with an easy-to-prep/easy-to-run system really meshes well with the focus on good adventures and getting the brand recognition that 5e seems to be angled at. </p><p></p><p>I have no idea if I will like 5e more than 4e, but I am very curious to see what decisions they make about accessibility and ease of prep for DMs! I think it's a very interesting tipping point for the D&D brand that could go either way (or maybe both ways at once)!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6255664, member: 20323"] I thought a little more about this question. On the one hand, I think what 5e needs to do to pull in existing gamers is pretty much the same across editions: Have a very well playtested system, write great diverse adventures, allow for a lot of character customization out of the gate but provide for players who want simpler character generation, make it easy for new DMs, finding some way to be friendly to third party stuff, etc. On the other hand, I think 4e had some "new age" gaming ideas that were really awesome. For all the trouble DDi had/has, I can crank out customized monsters in an easy-to-run format! I also have reliable encounter building guidelines so I can fairly accurately gauge how hard a fight will be. I have a system - albeit a proptyical heavily flawed one - for adjudicating non-combat challenges. I have a unified way for evaluating traps and guidelines for their creation. As a DM I have never encountered a version of D&D so welcoming to prepare a session for. That's one of the #1 good things about 4e, how easy it is to pick up and DM (now, being a *great* DM is still as hard as it ever was, just with 4e the barrier seems less compared to other versions of D&D). Coincidentally, the idea of attracting new DMs with an easy-to-prep/easy-to-run system really meshes well with the focus on good adventures and getting the brand recognition that 5e seems to be angled at. I have no idea if I will like 5e more than 4e, but I am very curious to see what decisions they make about accessibility and ease of prep for DMs! I think it's a very interesting tipping point for the D&D brand that could go either way (or maybe both ways at once)! [/QUOTE]
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